Here's a book that you may want to add to your d20 collection. I highly recommend it.
TRAUMA
d20 Conversion Rules for TRAUMA
I have a few issues with the d20 Conversion rules I link above, so I made a few quick tweaks to use the book in a d20/Conan game.
First, I like a hit location chart that skews hits to the torso and arms, because that's where those in melee are most likely hit (and archers will aim for the center of mass--the biggest target).
HIT LOCATION (d10)
Abdomen (1, 3)
Chest (5, 7, 9)
Legs (2, 4)
Arms (6, 8 )
Head (10)
Note that the torso (Abdomen and Chest) result from all odd numbers. You can designate right and left limbs with the Arms and Legs. The Head is only hit 10% of the time, while the central area (Abdomen, Chest, and Arms) take the brunt of damage 70% of the time. And, the legs are hit 20% of the time.
With the Trauma system, the random chart is not mandatory. The system usually works from GM description. And, even with the random chart, the chart is not consulted until after combat is over--thus, combat is not slowed by extra dice throws.
The chart generally places lower numbers closer to the target's feet and higher numbers closer to the target's head. This is done in case you need to skew results. For example, if fighting a short opponent that cannot reach the head, the GM can place a -1 modifier on the random d10 throw that would skew results towards the feet. Likewise, if fighting a flying creature, add a +1 modifier that skews results to the target's head.
Using the d10 for random hit location makes it easy to change on the fly should the GM need a different distribution of locations. For example, if a character is prone and facing his enemy, overlooking them from a cliff, the GM can create a quick random location chart that skews results to the Head, Chest, and Arms, making Abdomen and Leg hits impossible.
DIFFICULTY CONVERSION.
Converting to the d20 Difficulty system is easy. Note that my conversion is different from the d20 conversion note made by another Trauma fan linked in the OP.
5+ Easy = Easy
10+ Tricky = Average
15+ Hard = Tough
20+ Severe = Challenging
25+ Extreme = Formidable
30+ Insane = Heroic
Use a +/- 2 modifier for every +/- 1D modifier you see in the Trauma book. Thus, if you see something like, "The exact effect depends on the location and the severity of the trauma, but will usually be -1D," you'll use a +2 modifier to Difficulty. Remember that a "-1D" is a penalty, so with the d20 system, positive numbers are penalties that raise the Difficulty.
WOUNDS
Remember that the Trauma system is designed so that it does not slow combat. Trauma is checked only after combat is completed, during the "clean up and repair" that can be done after a battle. Also remember that, as long as a d20 character has at least 1 HP, he is fully functional. He has not taken any serious wounds and thus should not suffer any major ill effects due to his wounds.
Thus, unless a character is reduced to 0 HP or below, he has only taken Superficial Wounds during the combat.
For easy implementation, roll one time for a wound result after each combat (unless the GM decides that characters are elligible for multiple wounds during a combat). I suggest using a single wound after each combat. But, if you go the more complicated route, remember that if the character still has 1 or more HP, you should only place upon him Superficial wounds.
Unlike as the Trauma system suggests, do not stack wounds. For example, if a character takes two Superfiical wounds (either from participating in more than one combat during the day--or from a GM allowing multiple wounds to occur from a single combat), the character is not "upgraded" to a Nasty wound. He simply had more than one Superficial wound.
I suggest playing out the combat normally, then, when characters are checking bodies for loot and trying to heal themselves, that's when the Trauma rules are consulted. And, I suggest each character that took damage only take one wound check.
Thus, I recommend this procedure:
A - Play out the combat normally.
B - After the combat, look at every character that received at least 1 HP of damage during the encounter and then roll a single wound at the severity indicated by the character's current HP level.
Wound Severity is determined by the number of hit points the character has left. All of the serious wounds are possible only if the character is reduced to 0 HP or less. The closer to -10 HP and death, the more serious the wound.
HP
---
Superficial wound = 1+ HP.
Nasty wound = 0 to -3 HP.
Grievious wound = -4 to -6 HP.
Grim wound = -7 to -9 HP.
Mortal wound = -10 HP.
Thus, if after combat, a character is reduced to -5 HP, he has suffered a Grievious wound. Roll on that chart to find the specific wound. Note that some Mortal wounds can be survived.
BTW: I like hard copies, so I bought the hard cover edition from Lulu. The hard cover is less expensive than the soft back! But, you can get a less expensive pdf version, too.
TRAUMA
d20 Conversion Rules for TRAUMA

I have a few issues with the d20 Conversion rules I link above, so I made a few quick tweaks to use the book in a d20/Conan game.
First, I like a hit location chart that skews hits to the torso and arms, because that's where those in melee are most likely hit (and archers will aim for the center of mass--the biggest target).
HIT LOCATION (d10)
Abdomen (1, 3)
Chest (5, 7, 9)
Legs (2, 4)
Arms (6, 8 )
Head (10)
Note that the torso (Abdomen and Chest) result from all odd numbers. You can designate right and left limbs with the Arms and Legs. The Head is only hit 10% of the time, while the central area (Abdomen, Chest, and Arms) take the brunt of damage 70% of the time. And, the legs are hit 20% of the time.
With the Trauma system, the random chart is not mandatory. The system usually works from GM description. And, even with the random chart, the chart is not consulted until after combat is over--thus, combat is not slowed by extra dice throws.
The chart generally places lower numbers closer to the target's feet and higher numbers closer to the target's head. This is done in case you need to skew results. For example, if fighting a short opponent that cannot reach the head, the GM can place a -1 modifier on the random d10 throw that would skew results towards the feet. Likewise, if fighting a flying creature, add a +1 modifier that skews results to the target's head.
Using the d10 for random hit location makes it easy to change on the fly should the GM need a different distribution of locations. For example, if a character is prone and facing his enemy, overlooking them from a cliff, the GM can create a quick random location chart that skews results to the Head, Chest, and Arms, making Abdomen and Leg hits impossible.
DIFFICULTY CONVERSION.
Converting to the d20 Difficulty system is easy. Note that my conversion is different from the d20 conversion note made by another Trauma fan linked in the OP.
5+ Easy = Easy
10+ Tricky = Average
15+ Hard = Tough
20+ Severe = Challenging
25+ Extreme = Formidable
30+ Insane = Heroic
Use a +/- 2 modifier for every +/- 1D modifier you see in the Trauma book. Thus, if you see something like, "The exact effect depends on the location and the severity of the trauma, but will usually be -1D," you'll use a +2 modifier to Difficulty. Remember that a "-1D" is a penalty, so with the d20 system, positive numbers are penalties that raise the Difficulty.
WOUNDS
Remember that the Trauma system is designed so that it does not slow combat. Trauma is checked only after combat is completed, during the "clean up and repair" that can be done after a battle. Also remember that, as long as a d20 character has at least 1 HP, he is fully functional. He has not taken any serious wounds and thus should not suffer any major ill effects due to his wounds.
Thus, unless a character is reduced to 0 HP or below, he has only taken Superficial Wounds during the combat.
For easy implementation, roll one time for a wound result after each combat (unless the GM decides that characters are elligible for multiple wounds during a combat). I suggest using a single wound after each combat. But, if you go the more complicated route, remember that if the character still has 1 or more HP, you should only place upon him Superficial wounds.
Unlike as the Trauma system suggests, do not stack wounds. For example, if a character takes two Superfiical wounds (either from participating in more than one combat during the day--or from a GM allowing multiple wounds to occur from a single combat), the character is not "upgraded" to a Nasty wound. He simply had more than one Superficial wound.
I suggest playing out the combat normally, then, when characters are checking bodies for loot and trying to heal themselves, that's when the Trauma rules are consulted. And, I suggest each character that took damage only take one wound check.
Thus, I recommend this procedure:
A - Play out the combat normally.
B - After the combat, look at every character that received at least 1 HP of damage during the encounter and then roll a single wound at the severity indicated by the character's current HP level.
Wound Severity is determined by the number of hit points the character has left. All of the serious wounds are possible only if the character is reduced to 0 HP or less. The closer to -10 HP and death, the more serious the wound.
HP
---
Superficial wound = 1+ HP.
Nasty wound = 0 to -3 HP.
Grievious wound = -4 to -6 HP.
Grim wound = -7 to -9 HP.
Mortal wound = -10 HP.
Thus, if after combat, a character is reduced to -5 HP, he has suffered a Grievious wound. Roll on that chart to find the specific wound. Note that some Mortal wounds can be survived.
BTW: I like hard copies, so I bought the hard cover edition from Lulu. The hard cover is less expensive than the soft back! But, you can get a less expensive pdf version, too.
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